Bongani  Ngema

Bongani Ngema


FirebaseUI-iOS: iOS UI bindings for Firebase

FirebaseUI for iOS — UI Bindings for Firebase

FirebaseUI is an open-source library for iOS that allows you to quickly connect common UI elements to the Firebase database for data storage, allowing views to be updated in realtime as they change, and providing simple interfaces for common tasks like displaying lists or collections of items.

Additionally, FirebaseUI simplifies Firebase authentication by providing easy to use auth methods that integrate with common identity providers like Facebook, Twitter, and Google as well as allowing developers to use a built in headful UI for ease of development.

FirebaseUI clients are also available for Android and web.

Installing FirebaseUI for iOS

FirebaseUI supports iOS 10.0+ and Xcode 11+. We recommend using CocoaPods, add the following to your Podfile:

pod 'FirebaseUI', '~> 8.0'       # Pull in all Firebase UI features

If you don't want to use all of FirebaseUI, there are multiple subspecs which can selectively install subsets of the full feature set:

# Only pull in Firestore features
pod 'FirebaseUI/Firestore', '~> 8.0'

# Only pull in Database features
pod 'FirebaseUI/Database', '~> 8.0'

# Only pull in Storage features
pod 'FirebaseUI/Storage', '~> 8.0'

# Only pull in Auth features
pod 'FirebaseUI/Auth', '~> 8.0'

# Only pull in Facebook login features
pod 'FirebaseUI/Facebook', '~> 8.0'

# Only pull in Google login features
pod 'FirebaseUI/Google', '~> 8.0'

# Only pull in Phone Auth login features
pod 'FirebaseUI/Phone', '~> 8.0'

If you're including FirebaseUI in a Swift project, make sure you also have:

platform :ios, '10.0'

Otherwise, you can include the FirebaseUI Xcode project from this repo in your project. You also need to add the Firebase framework to your project.


The READMEs for components of FirebaseUI can be found in their respective project folders.

Local Setup

If you'd like to contribute to FirebaseUI for iOS, you'll need to run the following commands to get your environment set up:

$ git clone
$ cd FirebaseUI-iOS
$ cd Auth # or PhoneAuth, Database, etc
$ pod install

Alternatively you can use pod try FirebaseUI to install the Objective-C or Swift sample projects.

Sample Project Configuration

You'll have to configure your Xcode project in order to run the samples.

Your Xcode project should contain a GoogleService-Info.plist, downloaded from Firebase console when you add your app to a Firebase project.
Copy the GoogleService-Info.plist into the sample project folder (samples/obj-c/GoogleService-Info.plist or samples/swift/GoogleService-Info.plist).

Update URL Types.
Go to Project Settings -> Info tab -> Url Types and update values for:

  • REVERSED_CLIENT_ID (get value from GoogleService-Info.plist)
  • fb{your-app-id} (put Facebook App Id)

Update Info.plist with Facebook configuration values

  • FacebookAppID -> {your-app-id} (put Facebook App Id)

Enable Keychain Sharing.
Facebook SDK requires keychain sharing.
This can be done here: Project Settings -> Capabilities -> KeyChain Sharing -> ON

Don't forget to configure your Firebase App Database using Firebase console.
Database should contain appropriate read/write permissions and folders (objc_demo-chat and swift_demo-chat respectively)

In Order to use Phone Auth provider you should Configure Push Notifications

Configure Apple Push Notifications

Enable silent push notifications in Xcode

  • Push Notification - Under Capabilities tab in your app target choose Push Notifications and put the switch to the On position.
  • Background Mode - Under Capabilities tab in your app target choose Background Modes put the switch to the On position. In the list of available modes select Background fetch and Remote notifications (If available).

Upload APNS Certificate to Firebase

Create your Provisioning APNS SSL Certificates by following the steps on the following link.

Upload your APNS Certificate to Firebase:

  • Inside your project in the Firebase console, select the gear icon, select Project Settings, and then select the Cloud Messaging tab.
  • Select the Upload Certificate button for your development certificate, your production certificate, or both. At least one is required.
  • For each certificate, select the .p12 file, and provide the password, if any. Make sure the bundle ID for this certificate matches the bundle ID of your app. Select Save.

Contributing to FirebaseUI

Contributor License Agreements

We'd love to accept your sample apps and patches! Before we can take them, we have to jump a couple of legal hurdles.

Please fill out either the individual or corporate Contributor License Agreement (CLA).

Follow either of the two links above to access the appropriate CLA and instructions for how to sign and return it. Once we receive it, we'll be able to accept your pull requests.

Contribution Process

  1. Submit an issue describing your proposed change to the repo in question.
  2. The repo owner will respond to your issue promptly.
  3. If your proposed change is accepted, and you haven't already done so, sign a Contributor License Agreement (see details above).
  4. Fork the desired repo, develop and test your code changes.
  5. Ensure that your code adheres to the existing style of the library to which you are contributing.
  6. Ensure that your code has an appropriate set of unit tests which all pass.
  7. Submit a pull request

Download Details:

Author: Firebase
Source Code: 
License: Apache-2.0 license

#firebase #ios #binding 

FirebaseUI-iOS: iOS UI bindings for Firebase
Lawson  Wehner

Lawson Wehner


Crystal-hunspell: Crystal Bindings for Hunspell


Crystal bindings for Hunspell.


Before installing crystal-hunspell ensure you have hunspell already installed:

Add the dependency to your shard.yml:

    github: mamantoha/crystal-hunspell

Run shards install


require "hunspell"

Open a dictionary:

hunspell ="/usr/share/hunspell/en_US.aff", "/usr/share/hunspell/en_US.dic")


hunspell ="en_US")

Check if a word is valid:

# => true

# => false

Find the stems of a word:

# => ["fishing", "fish"]

Suggest alternate spellings for a word:

# => ["arbitrage", "arbitrages", "arbitrager", "arbitraged", "arbitrate"]

Ensure to close Hunspell instance after using.



sudo apt install libclang-dev libhunspell-dev

Generate new bindings for Hunspell

crystal ./lib/crystal_lib/src/ src/hunspell/ > src/hunspell/


  1. Fork it (
  2. Create your feature branch (git checkout -b my-new-feature)
  3. Commit your changes (git commit -am 'Add some feature')
  4. Push to the branch (git push origin my-new-feature)
  5. Create a new Pull Request


Download Details:

Author: Mamantoha
Source Code: 
License: MIT license

#crystal #wrapper #binding 

Crystal-hunspell: Crystal Bindings for Hunspell
Lawson  Wehner

Lawson Wehner

1673345040 Bindings for Libncursesw and Crt Class

Bindings for libncursesw and crt class

  • crystal: 0.27.2 0.31.1 0.32.1 0.33.0


Add this to your application's shard.yml:

    github: maiha/
    version: 0.4.2


require "crt"


window =, 21)
window.print(2, 4, "Hello, world!")

sleep 10.seconds


See ./examples/ for more usages.

Supported C Functions


  • for ubuntu
apt-get install libncursesw5-dev
apt-get install libgpm-dev        # needs only for static link


  1. Fork it ( )
  2. Create your feature branch (git checkout -b my-new-feature)
  3. Commit your changes (git commit -am 'Add some feature')
  4. Push to the branch (git push origin my-new-feature)
  5. Create a new Pull Request


  • maiha maiha - creator, maintainer

Download Details:

Author: Maiha
Source Code: 
License: MIT license

#crystal #binding Bindings for Libncursesw and Crt Class
Lawson  Wehner

Lawson Wehner

1673337300 Crystal C bindings for Augeas


Crystal C Bindings for Augeas



Before adding this shard, need to install the libaugeas.

On Mac brew install augeas

On Linux apt-get install libaugeas-dev


Add the dependency to your shard.yml:

    github: fernandes/augeas

Run shards install


require "augeas"

Initializing Augeas

Initial step is always setup Augeas to your root path:

augeas = "/path/to/root")

Getting a Value

Consider getting value for a postgresql conf setting:

augeas_file = augeas.load_file("/var/lib/pgsql/data/postgresql.conf")
# => "/var/lib/postgresql/8.4/main"

Setting a value

augeas_file = augeas.load_file("/var/lib/pgsql/data/postgresql.conf")
augeas_file.set("data_directory", "/my/new/path/to/postgresql/8.4/main")
# => true # this is a important step, do not forget to save


Install the libraries on your local environment, write a spec, make it pass and :shipit:

LibAugeas has all the methods mapped, the comments there are from the C header.

Augeas needs to pass a pointer to Augeas on every method, that's why we pass the Augeas crystal object to Augeas::File, so we can encapsulate the logic to manipulate a file inside it. We have the penalty on needing to call Augeas#save, but this is something we can abstract in the future with kind of DSL/block.

This library is on early stages, the next steps are (to be developed as needed):

  •  Better error handling
    •  Specially when there are more than 1 node
  •  Support augeas operations
    •  Single Node Operations (aug_rm, aug_mv, aug_cp)
    •  Deal with matches (aug_match)
    •  Support aug_ns_* functions

About error handling, as we need to check the error messages on Augeas, the idea is to centralize all the error message / exceptions in one place, for now keeping in one method works, maybe a refactor to a new file can make sense.


  1. Fork it (
  2. Create your feature branch (git checkout -b my-new-feature)
  3. Commit your changes (git commit -am 'Add some feature')
  4. Push to the branch (git push origin my-new-feature)
  5. Create a new Pull Request


Download Details:

Author: Fernandes
Source Code: 
License: MIT license

#devops #crystal #binding Crystal C bindings for Augeas
Lawson  Wehner

Lawson Wehner


Crsfml: Crystal Bindings to SFML Multimedia/game Library

Crystal bindings to Simple and Fast Multimedia Library.


CrSFML is a library that allows SFML to be used with the Crystal programming language. SFML is a library written in C++, so CrSFML also needs to ship thin C bindings to SFML.

To quote the official site of SFML,

SFML provides a simple interface to the various components of your PC, to ease the development of games and multimedia applications.

Indeed, SFML is most often used to make video games. It provides features such as hardware-accelerated 2D graphics, handling keyboard, mouse and gamepad input, vector and matrix manipulation, managing windows (can also be used as a base for OpenGL drawing), working with multiple image formats, audio playback and recording, basic networking... Check out some demos of CrSFML to see what it can do.

CrSFML consists almost entirely of automatically generated code, based on SFML's header files. Read more about generated code and API differences between SFML and CrSFML.


First, install SFML.

Then create a shard.yml file in your project's folder (or add to it) with the following contents:

name: awesome-game
version: 0.1.0

    github: oprypin/crsfml
    version: ~> 2.5.2

Resolve dependencies with Shards:

shards install

During installation this will invoke make to build the C++ wrappers as object files. If that fails, see Custom SFML location.

Try running an example:

cp lib/crsfml/examples/ .

Now you're ready for the tutorials!


Crystal does not officially support Windows, but CrSFML supports it and is perfectly usable already. See a video detailing the full setup.


The C++ wrappers require a C++ compiler (C++03 will do).

Install SFML

SFML must be installed, with the version that matches SFML_VERSION in src/ (usually latest). If it doesn't, no need to look for an older release of CrSFML, just re-generate the sources for your version. SFML versions 2.3.x through 2.5.x are supported by CrSFML.

There are detailed official instructions on how to install SFML manually, but on many systems there are easier ways.

If SFML is not installed in a global/default location, see Custom SFML location.


Many Linux-based systems provide SFML through their package manager. Make sure to install the -dev packages if there is such a separation in your Linux distribution of choice.

Note that most often the packages provided by Linux distributions are outdated. If you're installing an older version of SFML (not recommended), make sure that it's still supported by CrSFML. You will need to re-generate the sources.


The easiest way to install SFML on macOS is through the Homebrew package manager:

brew update
brew install sfml

It can also be installed by copying binaries, as described in official instructions.


Downloading the official binaries ("Visual C++ 15 (2017) - 64-bit") will do. Check out the video on how to set things up on Windows.

From source

Building SFML from source is as simple as downloading the source code and running:

cmake .
cmake --build .
sudo make install  # optional!

In some cases the dependencies are bundled with SFML, otherwise see the official build instructions.

Custom SFML location

If SFML's headers and libraries are not in a path where the compiler would look by default (and the defaults usually work only on Linux), additional steps are needed.

First, before building the extensions (make) or generating sources, you need to configure the include path:

export SFML_INCLUDE_DIR=/full/path/to/sfml/include

Windows equivalent:

set INCLUDE=C:\path\to\sfml\include;%INCLUDE%

Setting these variables beforehand can also fix shards install.

Then, whenever using CrSFML, you need to configure the path to SFML libraries so the linker can find them. To apply these for the current shell session, run:

export LIBRARY_PATH=/full/path/to/sfml/lib     # Used during linking
export LD_LIBRARY_PATH=/full/path/to/sfml/lib  # Used when running an executable

Windows equivalent:

set LIB=c:\path\to\sfml\lib;%LIB%
set PATH=c:\path\to\sfml\bin;%PATH%

CrSFML's top-level scripts also need the include path to work. E.g. crystal -- /full/path/to/sfml/include.

Generating sources

CrSFML's sources come almost entirely from a generator program. They are based on a particular version of SFML. But as sources for the latest version are already bundled, usually you don't need to do this. More details.

As this is out of scope for Shards, let's download the repository separately (then use CrSFML without Shards).

git clone
cd crsfml

Then we can generate the sources, either directly with crystal or as part of the build process:


If run successfully, this generates all the source files and also compiles the C++ wrapper.

CrSFML without Shards

It's also possible to use CrSFML outside of Shards, as with any library. One option is to directly create a symbolic link to CrSFML in your project's lib folder.

mkdir lib
ln -s /full/path/to/crsfml lib/crsfml

Another option is to export CRYSTAL_PATH=/full/path/to a directory that contains the crsfml directory.

CrSFML as bindings to SFML

API differences between SFML and CrSFML

The API of CrSFML (a library for Crystal) attempts to be similar to SFML (a C++ library), but some general changes are present:

  • Methods are renamed to snake_case.
  • Getter, setter methods are changed:
    • x.getSomeProperty() becomes x.some_property.
    • x.isSomeProperty(), x.hasSomeProperty() become x.some_property?.
    • x.setSomeProperty(v) becomes x.some_property = v.
  • Structs in Crystal are always passed by copy, so modifying them can be problematic. For example, my_struct.x = 7 is fine but array_of_structs[2].x = 5 will not work. To work around this, copy the whole struct, modify it, then write it back. Better yet, avoid the need to modify structs (work with them like with immutable objects).
  • Member functions, such as loadFromFile, that are used for initialization, each have a corresponding shorthand class method (from_file) that raises SF::InitError on failure.
  • SFML sometimes uses enum values as bitmasks. You can combine them using the | operator.
  • enum members are exposed at class level, so instead of SF::Keyboard::Code::Slash you can use SF::Keyboard::Slash.
  • SFML sometimes requires that an instance must remain alive as long as it is attached to the object. For example, a textured shape will cause errors if the texture object is destroyed. CrSFML prevents this problem by keeping a reference to the object.
  • The Event union and EventType enum are represented as a class hierarchy. Instead of ev.type == SF::Event::Resized use ev.is_a?(SF::Event::Resized); instead of ev.size.width use ev.width.
  • Instead of subclassing Drawable, include the Drawable module with an abstract draw method.
  • Most of the API documentation is taken directly from SFML, so don't be surprised if it talks in C++ terms.

The C++ wrapper

The interface of the C++ → C wrapper (which Crystal ultimately binds to) consists entirely of simple functions that accept only native types (such as float, uint32_t, char*) and untyped pointers (void*). The untyped pointers are never exposed to the user, only to other auto-generated parts of the code. The function names consist of the original SFML class name, the function name itself, and a base62 hash of the parameter types. Return types are never used; instead, the output is done into a pointer (which is usually the last argument of the function), but, as usual, the memory allocation is the caller's job. The first argument of each function is a pointer to the receiver object (if applicable).

Abstract classes are implemented by exposing a collection of global callback variables, which must be set by the user if they want to use the corresponding class. The callback's first argument is the object, and some arguments are pointers that need to be assigned to inside the callback implementation (because return values are not used).

Compilation of the C++ extensions is based only on SFML's header files, these are made into object files, and all the linking is deferred to the final linker invocation done by Crystal.

Why not CSFML?

CSFML is a great library that allows SFML to be used with C. It goes to great lengths to be human-friendly and does a good job of converting C++ idioms to C idioms. In the past CrSFML used to be based on it, but after a while it became apparent that the advantages of CSFML's nice interface are also disadvantages when constructing (especially auto-generated) bindings that attempt to look as close to the real SFML as possible.

Many details about functions' signatures are lost, as well as function overloads. Names of data types had to be simplified (not namespaced). And many other such small things that bring the frustration of having to reconstruct the details of the original SFML interface based on the simplified CSFML interface.

There are many aspects that prevent an efficient implementation from the standpoint of bindings, most importantly, CSFML takes memory allocation into its own hands, so any object creation in CrSFML involved allocation of two objects on the heap by two different libraries, and every interaction with it had to go through at least two pointers. Structs in CSFML are actually completely separate data types and they have to be constantly be converted between a "SFML-struct" and a "CSFML-struct".

Instead of that, the C++ → C wrapper passes the bare SFML data types directly through untyped pointers, and relies on the higher-level binding to deal safely with them. In case of structs the data layout is mirrored, in case of classes the pointers remain completely opaque.

Not to forget that the wrapper is made automatically, so it can be quickly updated to any SFML release and prevents human error that could happen when implementing CSFML.


CrSFML was made by Oleh Prypin.

CrSFML is licensed under the terms and conditions of the zlib/libpng license.

This library uses and is based on SFML.

Thanks to Alan Willms for translating tutorials to Crystal.




API Documentation

Examples / Demos

Download Details:

Author: Oprypin
Source Code: 
License: Zlib license

#crystal #game #framework #binding 

Crsfml: Crystal Bindings to SFML Multimedia/game Library

Chipmunk.jl: A Binding Of The Physics Engine Chipmunk for Julia


Chipmunk.jl is a Julia binding of the popular physics engine [Chipmunk] ( ([Github page] ( This is currently very much in progress.

Take a look at the examples/ folder to see what you can do with Chipmunk.jl

Chipmunk.jl uses [SFML.jl] ( to render the world to the screen.

Chipmunk.jl also requires Julia 0.4.


Installation is quite simple. The package will clone and install chipmunk from source to deps/. Make sure that you have cmake installed so that it can build chipmunk.

I have not been able to get cmake to compile Chipmunk on Windows yet.

If you get an SFML build error about follow_symlinks you should update your version of Julia 0.4.

julia> Pkg.clone("")

Download Details:

Author: Zyedidia
Source Code: 
License: View license

#julia #binding #physics #engine 

Chipmunk.jl: A Binding Of The Physics Engine Chipmunk for Julia

Julia-nlopt: NLopt Bindings for Julia


NLopt bindings for julia. See here for the documentation of nlopt.


Example using a L-BFGS optimizer. The objective function returns a tuple where the first value contains the function evaluation and the second the gradient evaluation.

x = [-1.2,1,-1.2,1]

function obj(x)
  fx = 0
  g = Array(Float64,length(x))
  for i = 1:2:length(x)
    f1 = 1-x[i]
    f2 = 10* (x[i+1] - x[i]^2)
    g[i+1] = 20.0 * f2
    g[i] = -2.0 * (x[i] * g[i+1] + f1)
    fx += f1^2 + f2^2
  return (fx,g)

                     :ftol_abs, 1e-8,
                     :maxeval, 2000,
                     :min_objective, obj), x)

Download Details:

Author: MetalNinjas
Source Code: 
License: MIT license

#julia #binding 

Julia-nlopt: NLopt Bindings for Julia

FFTW.jl: Julia Bindings to The FFTW Library for Fast Fourier Transform


This package provides Julia bindings to the FFTW library for fast Fourier transforms (FFTs), as well as functionality useful for signal processing. These functions were formerly a part of Base Julia.

Usage and documentation

]add FFTW
using FFTW
fft([0; 1; 2; 1])


4-element Array{Complex{Float64},1}:
  4.0 + 0.0im
 -2.0 + 0.0im
  0.0 + 0.0im
 -2.0 + 0.0im

The documentation of generic FFT functionality can be found in the AbstractFFTs.jl package. Additional functionalities supported by the FFTW library are documented in the present package.


Alternatively, the FFTs in Intel's Math Kernel Library (MKL) can be used by running FFTW.set_provider!("mkl"). MKL will be provided through MKL_jll. This change of provider is persistent and has to be done only once, i.e., the package will use MKL when building and updating. Note however that MKL provides only a subset of the functionality provided by FFTW. See Intel's documentation for more information about potential differences or gaps in functionality. In case MKL does not fit the needs (anymore), FFTW.set_provider!("fftw") allows to revert the change of provider.

Download Details:

Author: JuliaMath
Source Code: 
License: MIT license

#julia #math #binding 

FFTW.jl: Julia Bindings to The FFTW Library for Fast Fourier Transform

IntelVectorMath.jl: Julia bindings for the Intel Vector Math Library

IntelVectorMath.jl (formerly VML.jl)

This package provides bindings to the Intel MKL Vector Mathematics Functions. This is often substantially faster than broadcasting Julia's built-in functions, especially when applying a transcendental function over a large array. Until Julia 0.6 the package was registered as VML.jl.

Similar packages are Yeppp.jl, which wraps the open source Yeppp library, and AppleAccelerate.jl, which provides access to macOS's Accelerate framework.

Warning for macOS

There is currently the following issue between the CompilerSupportLibraries_jll artifact, which is used for example by SpecialFunctions.jl, and MKL_jll. Unless MKL_jll is loaded first, there might be wrong results coming from a small number of function for particular input array lengths. If you are unsure which, if any, your used packages might load this artifact, loading IntelVectorMath as the very first package should be fine.

Basic install

To install IntelVectorMath.jl run

julia> ] add IntelVectorMath

Since version 0.4 IntelVectorMath uses the MKL_jll artifact, which is shared with other packages uses MKL, removing several other dependencies. This has the side effect that from version 0.4 onwards this package requires at least Julia 1.3.

For older versions of Julia IntelVectorMath v0.3 downloads its own version of MKL and keeps only the required files in its own directory. As such installing MKL.jl or MKL via intel are no longer required, and may mean some duplicate files if they are present. However, this package will adopt the new artifact system in the next minor version update and fix this issue. In the event that MKL was not installed properly you will get an error when first using it. Please try running

julia> ] build IntelVectorMath

If this does not work, please open an issue and include the output of <packagedir>/deps/build.log.

Renaming from VML

If you used this package prior to its renaming, you may have to run ] rm VML first. Otherwise there will be a conflict due to the UUID.

Using IntelVectorMath

After loading IntelVectorMath, you have the supported function listed below, for example IntelVectorMath.sin(rand(100)). These should provide a significant speed-up over broadcasting the Base functions. Since the package name is quite long, an alias IVM is also exported to allow IVM.sin(rand(100)) after using the package. If you import the package, you can add this alias via const IVM = IntelVectorMath. Equally, you can replace IVM with another alias of your choice.


julia> using IntelVectorMath, BenchmarkTools

julia> a = randn(10^4);

julia> @btime sin.($a);     # apply Base.sin to each element
  102.128 μs (2 allocations: 78.20 KiB)

julia> @btime IVM.sin($a);  # apply IVM.sin to the whole array
  20.900 μs (2 allocations: 78.20 KiB)

julia> b = similar(a);

julia> @btime IVM.sin!(b, a);  # in-place version
  20.008 μs (0 allocations: 0 bytes)


By default, IntelVectorMath uses VML_HA mode, which corresponds to an accuracy of <1 ulp, matching the accuracy of Julia's built-in openlibm implementation, although the exact results may be different. To specify low accuracy, use vml_set_accuracy(VML_LA). To specify enhanced performance, use vml_set_accuracy(VML_EP). More documentation regarding these options is available on Intel's website.


Summary of Results:

Relative speed of IntelVectorMath/Base: The height of the bars is how fast IntelVectorMath is compared to using broadcasting for functions in Base

IntelVectorMath Performance Comparison

IntelVectorMath Complex Performance Comparison

Full Results:

Real Functions - Full Benchmark Results

Dimension set 1 Dimension set 2 Dimension set 3 Dimension set 4 Dimension set 5 Dimension set 6 Dimension set 7 Dimension set 8 Dimension set 9 Dimension set 10

Complex Functions - Full Benchmark Results

Dimension set 1 Dimension set 2 Dimension set 3 Dimension set 4 Dimension set 5 Dimension set 6 Dimension set 7 Dimension set 8 Dimension set 9 Dimension set 10

Real Functions - Performance over dimensions

abs abs2 acos acosh asin asinh atan atanh cbrt ceil cis cos cosh erf erfc erfcinv erfcinv exp expm1 floor gamma hypot log round sin sinh sqrt tan tanh trunc


Tests were performed on an Intel(R) Core(TM) i5-8250U @ 1.6 [GHz] 1800 Mhz. The dashed line indicates equivalent performance for IntelVectorMath versus the implementations in Base.

Supported functions

IntelVectorMath.jl supports the following functions, most for Float32 and Float64, while some also take complex numbers.

Unary functions

Allocating forms have signature f(A). Mutating forms have signatures f!(A) (in place) and f!(out, A) (out of place). The last 9 functions have been moved from Base to SpecialFunctions.jl or have no Base equivalent.


Binary functions

Allocating forms have signature f(A, B). Mutating forms have signature f!(out, A, B).


Next steps

Next steps for this package

  •  Windows support
  •  Basic Testing
  •  Avoiding overloading base and optional overload function
  •  Travis and AppVeyor testing
  •  Adding CIS function
  •  Move Testing to GitHub Actions
  •  Add test for using standalone MKL
  •  Update Benchmarks
  •  Add tests for mutating functions
  •  Add own dependency management via BinaryProvider
  •  Update function list in README
  •  Adopt Julia 1.3 artifact system, breaking backwards compatibility


IntelVectorMath.jl uses CpuId.jl to detect if your processor supports the newer avx2 instructions, and if not defaults to libmkl_vml_avx. If your system does not have AVX this package will currently not work for you. If the CPU feature detection does not work for you, please open an issue.

Download Details:

Author: JuliaMath
Source Code: 
License: View license

#julia #binding #cryptography 

IntelVectorMath.jl: Julia bindings for the Intel Vector Math Library

FLAC.jl: Julia Bindings for LibFLAC


Julia bindings for libFLAC 


Integration through FileIO makes loading and saving easy:

data, fs = load("input.flac")
data = data * 2
save("output.flac", data, fs)

save() can also take extra keyword parameters such as bits_per_sample and compression_level if such parameters are important. More advanced usage is possible through the use of the FLACDecoder API, which allows for, among other things, seeking within .flac streams and decoding segments of streams.

Download Details:

Author: JuliaIO
Source Code: 
License: View license

#julia #binding 

FLAC.jl: Julia Bindings for LibFLAC

GraphViz.jl: Julia Binding to The GraphViz Library


This package provides an interface to the the GraphViz package for graph visualization. There are two primary entry points:

  • The GraphViz.load function (not exported) to load graphs from a file
  • The dot""" string macro for literal inline specifications of graphs

Both of these accept Graph type accepts graph in DOT format. To load a graph from a non-constant string, use GraphViz.load with an IOBuffer.

Getting started

If you already have a graph you would like to work with, the following code snippets may be helpful. If not, have a look at the "Simple Examples" section below

using GraphViz
 digraph graphname {
     a -> b -> c;
     b -> d;


After obtaining the package through the package manager, the following suffices to load the package:

using GraphViz

Note that graphviz has many configuration options. In particular, both the Cairo and the GTK backends may be disabled by default.

Simple Examples

Try the following in an IJulia Notebook (this example is taken from here):

graph graphname {
     // The label attribute can be used to change the label of a node
     a [label="Foo"];
     // Here, the node shape is changed.
     b [shape=box];
     // These edges both have different line properties
     a -- b -- c [color=blue];
     b -- d [style=dotted];

Download Details:

Author: JuliaGraphs
Source Code: 
License: View license

#julia #graphs #binding 

GraphViz.jl: Julia Binding to The GraphViz Library

SFML.jl: A Binding Of The Game and Multimedia Library SFML for Julia


This is a binding of the C++ game and multimedia library SFML (Simple and Fast Multimedia Library), developed by Laurent Gomila, for Julia. SFML is often used for game development but it can be used for anything graphics-related.

It also has audio libraries and networking libraries.

There is currently almost complete support for graphics, great support for audio, and complete support for network.

SFML.jl works on Mac OS X, Linux, and Windows.

Take a look at the examples folder to see some usage examples.

For much larger examples (games) see these two examples: Jumping Game and Space Shooter (this one is more complex).

You can view a talk I gave about SFML.jl at JuliaCon 2015 here. All the demos that I used in that talk are available in the JuliaCon-SFML repository.


To install on any OS, run:

julia> Pkg.add("SFML")

If you want to install the master version use:

julia> Pkg.clone("SFML")


Please make sure you have Glibc 2.14 installed, and let me know if there are any build problems on Linux (I don't use Linux very much). The Linux binaries don't come with any of the dependencies so you have to install them yourself. Here is the list:

  • pthread
  • opengl
  • xlib
  • xrandr
  • freetype
  • glew
  • jpeg
  • sndfile
  • openal

On Debian you can install the package libsfml-dev which will also install all dependencies. You can also run the commands here (you don't need to install cmake-gui).

Screenshots and Gifs

It is very simple to take a screen shot using SFML. Just use screenshot(window, filename).

You can also take a screenshot and store it in an Image object without saving the image using image = capture(window)

To create a gif, you must have imagemagick installed.

Making gifs is only slightly more complicated. You can use the make_gif(window, width, height, duration, filename, delay) function (duration and delay are in seconds).

When you run the program, it will asynchronously create the gif and will give you constant feedback in the console. If you don't see anything in the console, add a sleep(0) declaration at the start of the animation loop to allow Julia time to switch between the processes.

The gif creation is done when it says Created gif XXX.gif.

What has not been bound (yet)

  • SoundStreams
  • SoundStreamRecorders
  • SFML threads (pthreads)
  • Transforms

For the first three, we will probably have to wait for Julia to support multithreading.

Download Details:

Author: Zyedidia
Source Code: 
License: View license

#julia #game #binding 

SFML.jl: A Binding Of The Game and Multimedia Library SFML for Julia

Fontconfig.jl: Basic Julia Bindings for Fontconfig


Fontconfig.jl provides basic binding to fontconfig.


Pattern corresponds to the fontconfig type FcPattern. It respresents a set of font properties used to match specific fonts.

It can be constructed in two ways. First with zero or more keyword arguments corresponding to fontconfig font properties.

Fontconfig.Pattern(; args...)

For example

Fontconfig.Pattern(family="Helvetica", size=10, hinting=true)

Secondly, it can be constructed with a fontconfig specifications string


For example



The primary functionality fontconfig provides is matching font patterns. In Fontconfig.jl this is done with the match function, corresponding to FcMatch in fontconfig.


It takes a Pattern and return a Pattern corresponding to the nearest matching installed font.


Extracting property values from a Pattern can be done with the format function, which wraps FcPatternFormat.

format(pat::Pattern, fmt::String="%{=fclist}")

See man FcPatternFormat for the format string specification.


Fontconfig also provides a function list to enumerate all installed fonts. Optionally, a Pattern can be provided to list just matching fonts. The function will return a vector of Patterns


Download Details:

Author: JuliaGraphics
Source Code: 
License: View license

#julia #binding 

Fontconfig.jl: Basic Julia Bindings for Fontconfig

DevIL.jl: DevIL / OpenIL Binding for Julia


DevIL / OpenIL binding for Julia

Lib version: 1.7.8

Currently only IL is bound, ILU and ILUT are not.


If you don't read the docs, at least read this: you need to call ilInit() before calling any other IL functions, otherwise it might crash your session with null pointer access.

Here's what a typical cycle of loading an image looks like:

using DevIL


w = ilGetInteger(IL_IMAGE_WIDTH)
h = ilGetInteger(IL_IMAGE_HEIGHT)
dataPtr = ilGetData()
# do stuff with the image data and when we're done

# when we're done with the library


For usage information & documentation please visit

Download Details:

Author: JuliaGL
Source Code: 
License: View license

#julia #open #binding 

DevIL.jl: DevIL / OpenIL Binding for Julia
Mike  Kozey

Mike Kozey


Binding and High-level Wrapper on top Of Libssh - The SSH Library!

Dart Binding to libssh version 0.9.6

binding and high-level wrapper on top of libssh - The SSH library! libssh is a multiplatform C library implementing the SSHv2 protocol on client and server side. With libssh, you can remotely execute programs, transfer files, use a secure and transparent tunnel

linux (Debin/Ubuntu)

# install dart 2.14
sudo apt-get update
sudo apt-get install apt-transport-https
sudo sh -c 'wget -qO- | apt-key add -'
sudo sh -c 'wget -qO- > /etc/apt/sources.list.d/dart_stable.list'
sudo apt-get update
sudo apt-get install dart=2.14*

# install libssh
sudo apt show libssh-4
sudo apt install libssh-4
# check
ldconfig -p | grep libssh

example of high level on Ubuntu 20

void main() async {
  var libraryPath = path.join('/lib/x86_64-linux-gnu/', '');
  print('libraryPath $libraryPath');
  final dll =;

  final libssh = LibsshWrapper('',
      inDll: dll,
      username: 'isaque',
      password: 'pass',
      port: 22,
      verbosity: true);
  final start =;

  await libssh.scpDownloadDirectory('/var/www/html/portalPmro',
      path.join(Directory.current.path, 'download'));

example of low level on Windows

import 'dart:io';
import 'package:libssh_binding/libssh_binding.dart';
import 'package:libssh_binding/src/extensions/sftp_extension.dart';
import 'dart:ffi' as ffi;
import 'package:path/path.dart' as path;

void main() async {
  // Open the dynamic library
  var libraryPath = path.join(Directory.current.path, 'libssh_compiled', 'ssh.dll');
  final dll =;
  var libssh = Libssh(dll);

  var host = "localhost";
  var port = 22;
  var password = "pass";
  var username = "root";

  // Abra a sessão e define as opções
  var my_ssh_session = libssh.ssh_new();
  libssh.ssh_options_set(my_ssh_session, ssh_options_e.SSH_OPTIONS_HOST, stringToNativeVoid(host));
  libssh.ssh_options_set(my_ssh_session, ssh_options_e.SSH_OPTIONS_PORT, intToNativeVoid(port));
  //libssh.ssh_options_set(my_ssh_session, ssh_options_e.SSH_OPTIONS_LOG_VERBOSITY, intToNativeVoid(SSH_LOG_PROTOCOL));
  libssh.ssh_options_set(my_ssh_session, ssh_options_e.SSH_OPTIONS_USER, stringToNativeVoid(username));
  // Conecte-se ao servidor
  var rc = libssh.ssh_connect(my_ssh_session);
  if (rc != SSH_OK) {
    print('Error connecting to host: $host\n');

  rc = libssh.ssh_userauth_password(my_ssh_session, stringToNativeInt8(username), stringToNativeInt8(password));
  if (rc != ssh_auth_e.SSH_AUTH_SUCCESS) {
    var error = libssh.ssh_get_error(my_ssh_session.cast());
    print("Error authenticating with password:$error\n");
  String resp = '';
  // resp = libssh.execCommand(my_ssh_session, 'ls -l');
  /*resp = libssh.execCommand(my_ssh_session, 'cd /var/www/dart && ls -l');

  /*resp = libssh.scpReadFileAsString(my_ssh_session, '/home/isaque.neves/teste.txt');

  /*await libssh.scpDownloadFileTo(
      my_ssh_session, '/home/isaque.neves/teste.txt', path.join(Directory.current.path, 'teste.txt'));*/

  /*await libssh.sftpCopyLocalFileToRemote(
      my_ssh_session, path.join(Directory.current.path, 'teste.mp4'), '/home/isaque.neves/teste.mp4');*/

  await libssh.sftpDownloadFileTo(my_ssh_session, '/home/isaque.neves/teste.mp4', path.join(Directory.current.path, 'teste.mp4'));



example of high level on Windows

import 'package:libssh_binding/libssh_binding.dart';

void main() {
  final libssh = LibsshWrapper('localhost', username: 'root', password: 'pass', port: 22);
  final start =;

  //download file via SCP
  /*await libssh.scpDownloadFileTo('/home/isaque.neves/go1.11.4.linux-amd64.tar.gz',
      path.join(Directory.current.path, 'go1.11.4.linux-amd64.tar.gz'), callbackStats: (total, loaded) {
    var progress = ((loaded / total) * 100).round();
    stdout.write('\r[${List.filled(((progress / 10) * 4).round(), '=').join()}] $progress%');

  //execute command
  var re = libssh.execCommandSync('cd /var/www; ls -l');

  //execute command in shell
  //var re = libssh.execCommandsInShell(['cd /var/www', 'ls -l']);

  //download file via SFTP
  /* await libssh.sftpDownloadFileTo(my_ssh_session, '/home/isaque.neves/go1.11.4.linux-amd64.tar.gz',
      path.join(Directory.current.path, 'go1.11.4.linux-amd64.tar.gz'));*/

 //download directory recursive
  await libssh.scpDownloadDirectory('/var/www',
      path.join(Directory.current.path, 'download'));


if you want to compile libssh for android see this link Compiling libssh for Android if you need it for ios see this link libssh2 for ios, it's not for libssh, it's for libssh2 but possibly the hints should be for libssh too

Use this package as a library

Depend on it

Run this command:

With Dart:

 $ dart pub add libssh_binding

With Flutter:

 $ flutter pub add libssh_binding

This will add a line like this to your package's pubspec.yaml (and run an implicit dart pub get):

  libssh_binding: ^1.0.0

Alternatively, your editor might support dart pub get or flutter pub get. Check the docs for your editor to learn more.

Import it

Now in your Dart code, you can use:

import 'package:libssh_binding/libssh_binding.dart';


import 'dart:io';

import 'package:libssh_binding/libssh_binding.dart';
import 'package:path/path.dart' as path;

void main() async {
  final libssh = LibsshWrapper('localhost',
      username: 'user', password: 'pass', port: 22, verbosity: false);
  final start =;

  //download file via SCP
  /*await libssh.scpDownloadFileTo('/home/isaque.neves/go1.11.4.linux-amd64.tar.gz',
      path.join(Directory.current.path, 'go1.11.4.linux-amd64.tar.gz'), callbackStats: (total, loaded) {
    //var progress = ((loaded / total) * 100).round();
    //stdout.write('\r[${List.filled(((progress / 10) * 4).round(), '=').join()}] $progress%');

  await libssh.scpDownloadDirectory('/var/www/html/portalPmro',
      path.join(Directory.current.path, 'download'));

  /*var re = libssh.execCommandSync('cd /var/www; ls -l');

  /*var re = libssh.sftpListDir('/var/www');

  //var re = libssh.execCommandsInShell(['cd /var/www', 'ls -l']);
  /* await libssh.sftpDownloadFileTo(my_ssh_session, '/home/isaque.neves/go1.11.4.linux-amd64.tar.gz',
      path.join(Directory.current.path, 'go1.11.4.linux-amd64.tar.gz'));*/

  /*await libssh.sftpCopyLocalFileToRemote(
      my_ssh_session, path.join(Directory.current.path, 'teste.mp4'), '/home/isaque.neves/teste.mp4');*/
  //sleep(Duration(seconds: 20));

  //print(path.join(Directory.current.path, 'go1.11.4.linux-amd64.tar.gz'));
  /*var sftp = libssh.initSftp(my_ssh_session);
  for (var i = 0; i < 10; i++) {
    await libssh.sftpDownloadFileTo(my_ssh_session, '/home/isaque.neves/go1.11.4.linux-amd64.tar.gz',
        path.join(Directory.current.path, 'go1.11.4.linux-amd64.tar.gz'),
        inSftp: sftp);


Download Details:

Author: insinfo
Source Code: 
License: MIT license

#flutter #dart #binding 

Binding and High-level Wrapper on top Of Libssh - The SSH Library!